Struct riichi_tools_rs::riichi::table::Table [−][src]
pub struct Table { /* fields omitted */ }
Representation of the game state
Implementations
impl Table
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impl Table
[src]pub fn from_map(params: &Map<String, Value>) -> Result<Table, RiichiError>
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pub fn set_seat(&mut self, seat: u8)
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pub fn am_i_oya(&self) -> bool
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pub fn set_my_tsumo(&mut self, value: bool)
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pub fn set_p1_tsumo(&mut self, value: bool)
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pub fn set_p2_tsumo(&mut self, value: bool)
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pub fn set_p3_tsumo(&mut self, value: bool)
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pub fn did_i_tsumo(&self) -> bool
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pub fn set_my_riichi(&mut self, value: bool)
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pub fn set_p1_riichi(&mut self, value: bool)
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pub fn set_p2_riichi(&mut self, value: bool)
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pub fn set_p3_riichi(&mut self, value: bool)
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pub fn get_p1_riichi(&self) -> bool
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pub fn get_p2_riichi(&self) -> bool
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pub fn get_p3_riichi(&self) -> bool
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pub fn set_riichi_declaring_player(&mut self, player_id: u8)
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pub fn unset_riichi_declaring_player(&mut self)
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pub fn get_riichi_declaring_player(&self) -> Option<u8>
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pub fn did_i_riichi(&self) -> bool
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pub fn set_my_hand(&mut self, hand: Hand)
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pub fn get_my_hand(&self) -> &Hand
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pub fn get_my_hand_option(&self) -> &Option<Hand>
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pub fn get_my_winning_tile(&self) -> Tile
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pub fn set_tiles_remaining(&mut self, value: u8)
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pub fn get_tiles_remaining(&self) -> Option<u8>
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pub fn decrement_tiles_remaining(&mut self)
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pub fn set_my_seat_wind(&mut self, value: u8)
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pub fn get_my_seat_wind(&self) -> Option<u8>
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pub fn set_my_initial_seat_wind(&mut self, value: u8)
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pub fn get_my_initial_seat_wind(&self) -> Option<u8>
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pub fn set_prevalent_wind(&mut self, value: u8)
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pub fn get_prevalent_wind(&self) -> Option<u8>
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pub fn set_dealer_turn(&mut self, value: u8)
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pub fn get_dealer_turn(&self) -> Option<u8>
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pub fn set_points(&mut self, player: u8, value: i32)
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pub fn get_my_points(&self) -> Option<i32>
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pub fn get_placing(&self) -> u8
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pub fn set_dora_indicators(&mut self, indicators: Vec<Tile>)
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pub fn add_dora_indicator(&mut self, indicator: Tile)
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pub fn get_dora_indicators(&self) -> &Vec<Tile>
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pub fn add_tile_to_visible_tiles(&mut self, tile: Tile)
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pub fn reset_tile_vectors(&mut self)
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pub fn get_visible_tiles(&self) -> &[u8; 34]
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pub fn set_total_round(&mut self, value: u8)
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pub fn get_total_round(&self) -> Option<u8>
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pub fn set_riichi_sticks(&mut self, value: u8)
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pub fn get_riichi_sticks(&self) -> u8
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pub fn set_tsumibo(&mut self, value: u8)
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pub fn get_tsumibo(&self) -> u8
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pub fn set_rules(&mut self, rules: Rules)
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pub fn get_rules(&self) -> &Option<Rules>
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pub fn get_my_discards(&self) -> &Vec<Tile>
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pub fn add_tile_to_discards(&mut self, player: u8, tile: Tile)
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pub fn add_tile_to_safe_tiles(&mut self, player: u8, tile: Tile)
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pub fn yaku(&mut self) -> Option<(Vec<Yaku>, Score)>
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Finds yaku based on the table state. Some yaku depend on winds, tsumo / ron, tiles remaining etc.
pub fn can_pon(&self, tile: &Tile) -> Option<Vec<Tile>>
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Can my hand pon this tile? And if so, with which tiles?
pub fn can_ankan(&self) -> Option<Vec<Tile>>
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Can my hand do an ankan (closed kan)? And if so, with what tile?
pub fn tile_safety(&self, tile: &Tile) -> f32
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How safe is this tile to discard based on this table state? This function should look at these criteria:
- other players discards
- temporary furiten
- other player’s calls (chinitsu / honitsu / sanshoku / ittsu calls etc.)
- suji
- kabe
- player’s tenpai potential (riichi = 100% tenpai…)
pub fn tenpai_probability(&self, player: u8) -> f32
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Guesses a player’s tenpai probability based on:
- their riichi state (100% tenpai if riichi)
- discards
- tiles remaining
- calls
Auto Trait Implementations
impl RefUnwindSafe for Table
impl RefUnwindSafe for Table
impl UnwindSafe for Table
impl UnwindSafe for Table